I'm thinking that with all the high-res textures going into a UDK iphone game, we'd want to cut some corners where we can to reduce file size and memory. And as I was thinking about this, background music could be a big one.
I can't imagine wanting to cram in several minutes of quality audio to serve as background music, so I'm wondering what common practices I could follow to reduce that cost.
Does the engine still have access to some legacy music systems that could be used, and if so how would I go about creating music for such a system?
Could I have the game play midi files, perhaps?
(Or am I mistaken about how much the system can handle?)



Reply With Quote

Bookmarks